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I’m not an apple person but I do think the eye tracking to focus / pinch the air to activate combo is very natural and significantly different to what meta, HTC
by nailer 3y ago
I’m not an apple person but I do think the eye tracking to focus / pinch the air to activate combo is very natural and significantly different to what meta, HTC etc are doing. I think this might be the turning point for AR/VR.
- cubefox 3y agoIt seems to work great for 2D control where it works similar to a mouse or a touchscreen. But for 3D control outside floating screens it is a bit unclear whether it can compete with a proper 3D controller.
- no_wizard 3y agoNote: I'm speculating here, not saying Apple Vision Pro can do any of this. If you could track hand movement 1:1 enough that interacting with a 3D space was as natural as it would be as if it was actually in front of you, the problem is definitely a solved one at that point. If Apple manages to do this at any point in the lifecycle of this product line, it'll be a significant breakthrough for this type of computing / experience
- ericlewis 3y agoAll controls for visionOS also have something called "direct touch" where if you reach out and press the button the button gets pressed! Further, you can absolutely make 3D objects able to be grabbed, thrown, resized, etc. and it is actually pretty simple to do.
- XorNot 3y agoI'm very skeptical this is going to be nice to use. People barely tolerate touchscreens (i.e. phone yes, laptop - maybe, desktop - no). This is a button which has no physical presence at all.
- cubefox 3y agoYeah. On a touchscreen you get at least a tactile resistance of the feeling of touching something rather than the air, although you don't feel whether you touch the virtual button or not, or when you are successfully pressing it. On hand tracking you don't feel anything at all. Controllers have a large advantage here. Maybe Apple deliberately decided against including optional controllers, to make it clear that they are aiming at AR, not VR gaming. But even in AR the lack of tactile feedback could be jarring.
- xsmasher 3y agoApple has a 3d keyboard that you can reach out and type on. Tactile feedback is replace with visual feedback - the letters glow more as your finger gets near and they "pop" when you make contact.
- cubefox 3y agoBut what replaces the buttons? You need precise true/false states. Pinching again? That would be just one button. What about aiming/shooting? Just locking and pinching? What about character movement without a stick? This all seems like playing Quake on a touchscreen.
- Simorgh 3y agoYes, that makes sense. A comparison could be drawn from the distinction between the Blackberry keyboard and the iPhone touch surface. Apple’s design approach could well be aiming to make the Vision Pro feel as natural as possible.
- ramesh31 3y ago>I’m not an apple person but I do think the eye tracking to focus / pinch the air to activate combo is very natural and significantly different to what meta, HTC etc are doing. I think this might be the turning point for AR/VR. From getting started in 2015 with the DK2, I've held from the very beginning that controllers are a dead end for VR. I've given countless demos where people are just completely confused because it's so unnatural and awkward, and it adds to the overall cognitive load to the point of destroying presence. Sure competent gamers can figure it out in a few minutes, but that's not the point. You don't interact with the world using triggers and buttons. You interact with the word by interacting with it. The controllers need to go away.
- throwuwu 3y agoReads a bit like when people would complain about having to use a mouse back in the late 80s / early 90s. There’s ton of stuff you’ll never be able to do in VR without some kind of controller with buttons and joy sticks. Making the controllers smaller, lighter, more ergonomic and fairly standardized is the natural path forward. People who grow up with VR and games won’t have a problem.
- zmmmmm 3y agoit's a huge adoption barrier though The problem is the best apps attach all sorts of weird things to weird buttons. I've given plenty of novices a try of a headset and it's a train wreck with them accidentally pushing buttons every which way that completely destroy whatever setup you've done. My favorite is devs like to make the "grip" buttons (on the side where your middle finger rests) shift the frame or scale of world (eg: OpenBrush does this). It's super natural once you know what you are doing, but give that to a novice and it's incredibly hard for them to learn to not grip the controllers. They cling on to them like crazy and the whole world is spinning around and they immediately tell you they are disoriented and nauseated and hate VR.
- jkubicek 3y agoThis could be solved by having well-designed interface guidelines and have those guidelines enforced by the company building the headset. If anyone is going to do that, it's Apple. I'm happy the VisionPro uses gestures to control the interface, but I also agree with the parent poster that we'll need hardware controls someday. No matter how good the gesture recognizers get, waving your hands in space is never going to be as good as having physical controls and buttons attached to your hands.
- jayd16 3y agoHead/eye tracking as user input isn't really new in VR. In the past it has not felt very good. The pinch gesture in the Hololens was very unreliable. Its not natural that your gaze effects the world around you other than making eye contact with someone, perhaps. I think reaching out and gripping things is farm more _natural_. That said, the sensors and software in this headset might finally be up to the task. And despite being unnatural it might be easy enough to pick up.
- dansalvato 3y agoI remember reading a first impressions post where they mentioned that starting off, they were instinctively reaching out and pinching the UI elements. They said it worked fine, because you're also looking at whatever you're pinching, and it only took a few minutes to adjust to keeping their hands in their lap. But I found it promising that the Vision Pro can see your hands in front of you as well, which should really help ease the learning curve, and prevent first-time users from feeling frustration with the UI.
- ShamelessC 3y ago> I think reaching out and gripping things is farm more _natural_. Like when you grab a virtual object and it feels like you're grabbing absolutely nothing at all? This isn't natural and it's actually quite jarring in my experience.
- jayd16 3y agoDefinitely. I think controllers and haptics are really underrated in all this Apple news but I'm still keeping an open mind.